I'm looking to edit the character models in SADX: PC. I have SADXmdl.exe, but when I drag CHRMODELS on top of it, I get an .obj file with nothing in it. I probably need some of the other tools, but the website that hosted them died, so I have no way of getting them. In addition, I have no idea what I should be doing with the hex in CHRMODELS. When I find the offset for ther model I want, how do I export it?
I have a small problem with this: Code (Text): move.w #SndID_Ring,d0 jmp (PlayMusic).l move.w #$33,d0 jmp (PlayMusicS3).l When I set the code like that, only the ring sound from s2 will work not s3. But when I put the code like this: Code (Text): move.w #$33,d0 jmp (PlayMusicS3).l move.w #SndID_Ring,d0 jmp (PlayMusic).l Then the ring sound from s3 will work, not s2. This is for obj2E Super ring monitor.
Its the same issue I told you about last time you asked.... You didnt put a branch in the code for if its s2 or s3..... Basicly you made the same mistake.
Hello everyone. This is my first post, the first of more to come, not only with questions, but with insight from my own study of the split disassemblies. Note: This post has been edited. Go straight below the QuoteBox, and see the edition. <EDIT #=2>Well, I found out some other stuff I left behind. Looking at _incObj/21 HUD.asm, I found out this: Code (ASM): HUD_Main: ; Routine 0 addq.b #2,obRoutine(a0) move.w #$110,obX(a0) move.w #$104,obScreenY(a0) move.l #Map_HUD,obMap(a0) move.w #$6CA,obGfx(a0) move.b #0,obRender(a0) move.b #0,obPriority(a0) There, if you look closely, I changed the obX position on the second statement, scrolling it to the left, so I could use the space which was mapped to X positions $80 to $FF. (Well, to be honest I changed the Y position also, because I wanted to take some margin off the HUD). So I repositioned everything (at _maps/HUD.asm): Code (ASM): @allyellow: dc.b $A dc.b $82, $D, $80, 0, $E0 ; SCOR text dc.b $82, $D, $80, $18, 0 ; E text and first 3 digits of score counter dc.b $82, $D, $80, $20, $20 ; last part (4 digits) of score counter dc.b $4C, $D, $80, $10, $EC ; TIME text dc.b $4C, $D, $80, $28, $14 ; time counter dc.b $82, $D, $80, 8, $80 ; RING text dc.b $82, 1, $80, 0, $A0 ; S text dc.b $82, 9, $80, $30, $B0 ; ring counter dc.b $80, 5, $81, $A, $6F ; life icon dc.b $80, $D, $81, $E, $7F ; name and life counter Also, I rolled back my changes to the 4 digits ring counter, I found out that if I changed that, some bits in the background layers would start to get garbled (that, and I didn't find a way to stop the units digit to get garbled either). I'll found out another way through, whenever I learn more about this (or you help me findind out how to do it). </EDIT>
Ok, I'm not trying to be a noob here, but I can't get Sonic 65's PCM driver to work. The game works fine, but this is what happens. Compressed File http://www.mediafire.com/?mmkhomjymth File before compression http://www.mediafire.com/?tmymmhtnxi3 What it sounds like in-game http://www.mediafire.com/?mmzkyycygz2 Any help?
The original WAV file you're using is 16-bit signed stereo; all WAV files have to be 8-bit mono unsigned in order to work with the driver.
Oh, well now that works fine, but I have 2 more questions, 1. When using Z80 mode, no sound effects play, and when playing pcm, little sound effects play. Fix? 2. Is there any way to break the 4mb limit for rom size? Both of these are questions for sonic 1
Yes, using mappers, but I doubt the Z80 will be happy with them. There's the 8MB mode which has the side-effect of making the Sega CD impossible to map as well as preventing the start up ROM from running, but no emulator supports that as far as I know.
A mapper is extra hardware that changes what is shown on the addresses. Google for Bank Switching or something, that's one example of a mapper.
Hmm, I'm having problems with this level. I was following FraGags guide on the wiki to add an extra zone to S1, but whenever the zone loads, Sonic is at the beginning of the act, and the camera starts off at the end of the act, therefore killing Sonic, and the loop repeats. I copied MZ so that it would be easier to work with, if you need to know. I don't think there is anything wrong with my coding. Can anyone help me?
Ok, I don't get why I can't remove the Ripple Effect from EHZ's background, what I'm basically trying to do is edit EHZ's deformation code for it to be similar to Palmtree Panic Good Future's deformation minus the clouds, and when I edit the ripple effects of EHZ's deformation code, I get the result in the pic above (Where the grass below the mountains are). Can someone tell me what I did wrong, any help can be appreciated.
Hello guys, I have a quick question... I hate to say this, but I feel stuck with my Sonic 1 hack. I have edited a lot of stuff already, the HUD, added some features and things, but I'm a bit stuck with the work on the art and sound departments. I don't seem to understand fully how to convert a XM to SMPS, albeit I tried XM3SMPS and XM4SMPS, and used some of the voices available, I don't seem to capture the soul of the songs I want to insert into the mod. My question is, which is, in your opinion, the best (PC/Mac) Sonic engine available right now? I've been testing E02 however I feel that it is a bit unaccurate at times. Thanks for your replies!
Well, for mac, Saxman recently released a version of ProSonic, which would be worth using if you have a mac, but it wouldn't work on PC I don't think. I also have a question. I'm trying to get my object to recognize subtypes, but it wont recognize them. I'm trying to get this object to take me to a different zone when I collide with the object, and using subtypes to decide which zone the object points to, but the subtype isn't being recognized, so could anyone help me with finding out a good way of making the object recognize subtypes?
Double Post, but if I just edit, then no one will notice (please don't hurt me) I was playing around with the S2 Level Select, and was wondering, how would I change which letters are highlighted? I have been looking throughout the code and have come up with nothing, and it is really irritating me! Could anyone help me, by pointing me towards which routine defines which parts are highlighted? EDIT: Okay, so I figured it out, and now I completely understand how to use it. Nevermind.